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4f6fe6f0e2
This fixes some problems which were stopping --disable-glib from working properly: • A lot of the public headers were including glib.h. This shouldn't be necessary because the API doesn't expose any glib types. Otherwise any apps would require glib in order to get the header. • The public headers were using G_BEGIN_DECLS. There is now a replacement macro called COGL_BEGIN_DECLS which is defined in cogl-types.h. • A similar fix has been done for G_GNUC_NULL_TERMINATED and G_GNUC_DEPRECATED. • The CFLAGS were not including $(builddir)/deps/glib which was preventing it finding the generated glibconfig.h when building out of tree. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 4138b3141c2f39cddaea3d72bfc04342ed5092d0)
205 lines
7.8 KiB
C
205 lines
7.8 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2011 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_TEXURE_RECTANGLE_H
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#define __COGL_TEXURE_RECTANGLE_H
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#include "cogl-context.h"
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-texture-rectangle
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* @short_description: Functions for creating and manipulating rectangle
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* textures for use with non-normalized coordinates.
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*
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* These functions allow low-level "rectangle" textures to be allocated.
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* These textures are never constrained to power-of-two sizes but they
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* also don't support having a mipmap and can only be wrapped with
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* %COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE.
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*
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* The most notable difference between rectangle textures and 2D
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* textures is that rectangle textures are sampled using un-normalized
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* texture coordinates, so instead of using coordinates (0,0) and
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* (1,1) to map to the top-left and bottom right corners of the
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* texture you would instead use (0,0) and (width,height).
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*
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* The use of non-normalized coordinates can be particularly
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* convenient when writing glsl shaders that use a texture as a lookup
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* table since you don't need to upload separate uniforms to map
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* normalized coordinates to texels.
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*
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* If you want to sample from a rectangle texture from GLSL you should
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* use the sampler2DRect sampler type.
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*
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* Applications wanting to use #CoglTextureRectangle should first check
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* for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature using
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* cogl_has_feature().
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*/
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typedef struct _CoglTextureRectangle CoglTextureRectangle;
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#define COGL_TEXTURE_RECTANGLE(X) ((CoglTextureRectangle *)X)
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/**
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* cogl_is_texture_rectangle:
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* @object: A #CoglObject
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*
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* Gets whether the given object references an existing
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* #CoglTextureRectangle object.
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*
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* Return value: %TRUE if the object references a
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* #CoglTextureRectangle, %FALSE otherwise.
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*/
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CoglBool
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cogl_is_texture_rectangle (void *object);
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/**
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* cogl_texture_rectangle_new_with_size:
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* @context: A #CoglContext pointer
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* @width: The texture width to allocate
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* @height: The texture height to allocate
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* @internal_format: The desired internal texture format
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* @error: An optional CoglError pointer for reporting exceptions
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*
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* Allocates a new #CoglTextureRectangle texture with a given @width, @height
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* and @internal_format. This texture is a low-level texture that
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* the GPU can sample from directly unlike high-level textures such
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* as #CoglTexture2DSliced and #CoglAtlasTexture.
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*
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* <note>Unlike for #CoglTexture2D textures, coordinates for
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* #CoglTextureRectangle textures should not be normalized. So instead
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* of using the coordinate (1, 1) to sample the bottom right corner of
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* a rectangle texture you would use (@width, @height) where @width
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* and @height are the width and height of the texture.</note>
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*
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* <note>If you want to sample from a rectangle texture from GLSL you
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* should use the sampler2DRect sampler type.</note>
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*
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* <note>Applications wanting to use #CoglTextureRectangle should
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* first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature
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* using cogl_has_feature().</note>
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*
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* Returns: A pointer to a newly allocated #CoglRectangle texture
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* or if the size was too large or there wasn't enough memory
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* %NULL is returned and @error set.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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CoglTextureRectangle *
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cogl_texture_rectangle_new_with_size (CoglContext *ctx,
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int width,
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int height,
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CoglPixelFormat internal_format,
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CoglError **error);
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/**
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* cogl_texture_rectangle_new_from_bitmap:
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* @bitmap: A #CoglBitmap
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* @internal_format: the #CoglPixelFormat to use for the GPU storage of the
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* texture
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* @error: A return location for a CoglError or %NULL
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*
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* Allocates a new #CoglTextureRectangle texture which will be
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* initialized with the pixel data from @bitmap. Internally the data
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* will be stored in the format given by @internal_format. This
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* texture is a low-level texture that the GPU can sample from
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* directly unlike high-level textures such as #CoglTexture2DSliced
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* and #CoglAtlasTexture.
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*
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* <note>Unlike for #CoglTexture2D textures, coordinates for
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* #CoglTextureRectangle textures should not be normalized. So instead
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* of using the coordinate (1, 1) to sample the bottom right corner of
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* a rectangle texture you would use (@width, @height) where @width
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* and @height are the width and height of the texture.</note>
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*
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* <note>If you want to sample from a rectangle texture from GLSL you
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* should use the sampler2DRect sampler type.</note>
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*
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* <note>Applications wanting to use #CoglTextureRectangle should
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* first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature
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* using cogl_has_feature().</note>
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*
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* Returns: A pointer to a newly allocated #CoglRectangle texture
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* or if the size was too large or there wasn't enough memory
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* %NULL is returned and @error set.
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* Since: 2.0
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* Stability: unstable
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*/
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CoglTextureRectangle *
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cogl_texture_rectangle_new_from_bitmap (CoglBitmap *bitmap,
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CoglPixelFormat internal_format,
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CoglError **error);
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/**
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* cogl_texture_rectangle_new_from_foreign:
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* @ctx: A #CoglContext
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* @gl_handle: A GL handle for a GL_TEXTURE_RECTANGLE texture object
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* @width: Width of the foreign GL texture
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* @height: Height of the foreign GL texture
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* @internal_format: The format of the texture
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* @error: A #CoglError for exceptions
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*
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* Wraps an existing GL_TEXTURE_RECTANGLE texture object as a
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* #CoglTextureRectangle. This can be used for integrating Cogl with
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* software using OpenGL directly.
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*
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* <note>Unlike for #CoglTexture2D textures, coordinates for
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* #CoglTextureRectangle textures should not be normalized. So instead
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* of using the coordinate (1, 1) to sample the bottom right corner of
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* a rectangle texture you would use (@width, @height) where @width
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* and @height are the width and height of the texture.</note>
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*
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* <note>The results are undefined for passing an invalid @gl_handle
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* or if @width or @height don't have the correct texture
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* geometry.</note>
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*
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* <note>If you want to sample from a rectangle texture from GLSL you
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* should use the sampler2DRect sampler type.</note>
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*
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* <note>Applications wanting to use #CoglTextureRectangle should
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* first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature
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* using cogl_has_feature().</note>
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* Returns: A newly allocated #CoglTextureRectangle, or if Cogl could
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* not validate the @gl_handle in some way (perhaps because
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* of an unsupported format) it will return %NULL and set
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* @error.
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*
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*/
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CoglTextureRectangle *
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cogl_texture_rectangle_new_from_foreign (CoglContext *ctx,
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unsigned int gl_handle,
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int width,
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int height,
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CoglPixelFormat format,
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CoglError **error);
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COGL_END_DECLS
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#endif /* __COGL_TEXURE_RECTANGLE_H */
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